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You might find this article interesting as it covers the development and use of guns used for both offence and defence by RAF aircraft leading up to and during WWII, also for the various bombs and air to ground rockets used and the type of aircraft that used them.
https://www.rafmuseum.org.uk/documen...al_weapons.pdf Les |
Good work gap :salute:
Aircraft an important factor in the game. Especially low flying that sweeps in over the Bay of Biscay which means that the M42 has to work a little harder ... and if the outcome is good, free beer will be served for dinner. |
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indeed your article looks interesting. I already saved it on my HD and I will read it carefully :up: @ kapuhy A little addition to our discussion on British fighters in the anti-shipping/shipping protection role: Quote:
According to Wikipedia: «By then [June 1941, when the Mark IIC entered service] performance was inferior to the latest German fighters, and the Hurricane changed to the ground-attack role, sometimes referred to as the Hurribomber. The mark also served as a night fighter and "intruder"». Also interesting is the fact that, before and after its deployment in Idku, No 6 Squadron was flying another ground attack version of the Hurricane, the Mk IID: «Mk IIs were used in ground support, where it was quickly learned that destroying German tanks was difficult; the cannons did not have the performance needed, while bombing the tanks was almost impossible. The solution was to equip the aircraft with a 40 mm cannon in a pod under each wing, reducing the other armament to a single Browning in each wing loaded with tracers for aiming purposes. The Hurricanes No. 6 Squadron, the first squadron equipped with this armament, were so effective that the squadron was nicknamed the "Flying Can Openers". A winged can-opener became an unofficial squadron emblem, and is painted on present-day aircraft of 6 Squadron». So my doubt is, why diverting a squadron specialized in the ground-attack role from its regular duties and appointing it to the defense of convoys, if the main menace was air raids? Wouldn't they appoint a fighter squadron and equip it with interceptors, more adequate for this new role? My impression is that, in that case, No. 6 Squadron's Hurricanes were meant to contrast Italian torpedo boats that at the time were pestering Allied shipping in the Mediterranean. :hmmm: Quote:
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But fighters patrolling close to the coast, strafing or even bombing anything that tries to engage coastal sea traffic (including surfaced U-Boats if they happen to spot one), is not what I have problem with. It's the notion of planes like Hurricane, Spitfire or Mustang flying out several hundred kilometers (or miles? I'm not entirely sure what units are used for MaxRadius= in cfg files) hunting for enemy ships over open sea. This I doubt ever happened - but that's kinda how these planes are currently configured and I think an effort to accurately model air traffic in SH5 should include correcting this. Edit: also, if this map (showing combat radius of various fighters) is accurate, than fighter ranges in SH5 seem to be overestimated (Spitfire for example has MaxRadius=680, even if these are indeed kilometers it's still 422 miles) |
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In order to simulate in game fairly realistic aircraft ranges, we must take into account three important factors:
All in all, I think that the best method for addressing the above shortcomings, would be having several proxy clones for each aircraft variant modelled in game, and setting their MaxRadius property according to the duties that, in real WWII warfare, those planes accomplished in each theater. In theory, we should have one aircraft clone with customized range (and armament) for each air group using it, but in practice several squadrons/air groups with similar deployment and missions would share the same aircraft "clone". Talking more specifically about fighters, the plan I have in mind is as follows:
I hope I didn't forget anything. Probably yes, but we will discover it as I proceed with my analysis of RAF squadrons. :salute: |
Friends I need your help again. This time it is not a question about game settings, but rather a question relative to military history.
Based on information on RAF squadrons I have gathered so far, I am setting up some new airbases with their own air groups. My goal is to reproduce as closely as possible WWII RAF order of battle where it had an influence on naval warfare. Real airbase locations and real aircraft types for each base, with realistic combat ranges and plausible armaments are in my mind, all of the above factors evolving over time according to historical records. Attaining that level of accuracy requires an hard work, and some simplifications are going to be needed for accommodating it within the limited resources of our game and of our computers, but even so, I think that the result might be worth the effort. Now I am looking for information on the typical composition of a RAF squadron (for different Commands and at various stages of the war) in terms of Flights and aircrews/aircraft. Do you have any numbers that you can offer me or can you point me to some source where I can get the said information? |
Hi Gap, Here's a link to a Map of all RAF bases used during WWII and which Squadrons used them.
https://www.rotary-ribi.org/clubs/pa...446&ClubID=460 and Here's an index of all RAF squadrons and aircraft used during WWII. http://www.historyofwar.org/subject_RAF_units.html Fighter Squdrons normaly comprised of 12 Aircraft, Bomber Squadrons varied in size a lot in the early years there were 6-8 aircraft per Flight with normaly 2 Flights per squadron giving 12-16 aircraft, from 1943 on there were normaly 12 aircraft per Flight and 3 Flights per squadron, as for Costal Command (the Cinderella Command) there were no fixed amount of aircraft per squadron just what was availble Les |
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I am slowly building a similar map on Google Earth; hopefully I will manage making a good selection for our game, else we will have more airbases than ports lol :D |
Here's what I learned about airbases and planes in SH5...
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However, It's important to note that when TDW patches for AC are activated, AC will indeed spawn aircrafts when you are detected but the planes will simply roll of the deck and fall in the water... Regardless, AC will still regularly spawn planes even without TDW patches enabled but only while outside of players 3D rendering range (40 km by default), just like "moving" airbase. :yep: There is also one more very important and ugly bug about airbases in SH5. Inactive bases will spawn planes even before airbase activation date if there's axis threat zone up to XXX miles away (in addition to sea traffic avoidance,opposite threat zones are used as a patrol zones for planes as well )! For example, Airbase in Azores, which should become active in 1943 IIRC, will spawn planes even in Happy times campaign as well, well before airbase activation date. If such planes enter players 3D rendering range the game will most likelly CTD and if saved before that, the save will become corrupted. There were a lot of these conflicts in the original OHII files but I managed to solved them somehow in Wolves... |
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In other words - correct me if I am wrong - that means that air groups must cover without gaps the whole campaign duration, otherwise some buggy planes will spawn and the game will crash as soon as they enter rendering radius, right? If so, a possible workaround might be filling the empty gaps before, after and in between "offensive" air groups with "filler" air groups equipped with one or more unharmed planes, like a transport, a trainer, a liaison aircraft, a scout or something along these lines. Even better, we could assign to those airgroups just one customized aircraft with a very short max radius, so that it will hardly cross our routes :hmm2: |
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I don't remember all the trick I did to bypass these problems, it was several months ago, but I do remember that I had to carefully inspect all airbase layers from all the campaigns and set them accordingly. I also remember that I had to create new (clone) airbases in Final years campaign because of this but I dont remember exactly why...:hmmm::D You can download the archive and inspect the files for your self if you like, it can be opened with winrar or 7zip...:yep: |
It seems that airplane radars can detect AI units without problems. They managed to attack and sink German freighter in the middle of the night and in extreme weather conditions with visibility no more than 300m and I set their WP significantly off course... :yep:
But I just couldn't make TDW patches for AC to work again from some reason. :hmmm: |
...and I can confirm that regular catapult ship can be cloned to AC and it may launch airplane, outside of 3D rendering area of course...:yep: We dont have in SH5 appropriate plane type for this purpose though.
EDIT: This plane I mean... https://i.postimg.cc/DwMzmyR7/SH5-Im...5-23-14-21.jpg |
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Among the other things, that means that we can get Tempest fighters equipped with air-to-air radar to intercept and destroy V-1 flying bombs in late '44 :D For that to work, TDW's "dogfight" patch should be enabled. Do you have any experience with that? BTW, I think you should equip your air raid sirens with radar for them to work at night as well as during daytime. Quote:
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If possible I would prefer not messing with ship types. CAM and MAC ships can be set as escort carriers with little consequences on generic traffic composition, as far as they are given historically plausible start end dates, but scout plane-equipped battleships and cruisers spawning in place of carriers woudn't be right :yep: Quote:
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On a side note, I have checked the Wikepedia article on CAM ships, and it states that those vessels were armed with a single 'Hurricat' fighter. The biplane in your screenshot is definitely not a navalized Hurricane, so either the modder who created that ship equipped her with the plane that looked more plausible to him ignoring the real historic armament, or Wikipedia is wrong and more than one aircraft type could be launched by those catapults :salute: |
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EDIT: Walrus on CAM ship is set as equipment (from Flieger.dat file), replacing it with Hurricane would just require cloning Flieger.dat and replacing model in cloned file. EDIT 2: Catapult would require changing too if we are to be 101% correct, it was copied from a warship model apparently and is correct for float planes, but Hurricane-launching CAM ships didn't have a crane attached to their catapults (there's no point as you wouldn't be able to reuse ditched Hurricane anyway) |
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https://upload.wikimedia.org/wikiped...pult_c1941.jpg https://upload.wikimedia.org/wikiped...n_CAM_Ship.jpg https://upload.wikimedia.org/wikiped...ship_c1941.jpg If I can add something, I think that being requisitioned/MoWT vessels, MAC ships would have been painted overall gray. I am sorry to say that because I like more black hulled ships, but in this case I am afraid that the black paint is totally out of place... One more note: if set in game as escort carriers, CAM ships will fly the white ensign. Nonetheless the red ensign would be more adequate for them, as in reality they were commanded by a civil shipmaster*. I think that a switch of flag can be done by changing the flg node into an eqp node, and by specifying the red ensign in ship's .eqp file. _________ * There was another class of catapult-armed ships designed collectively as 'Pagasus-class' which, similar to CAM ships, could launch an Hurricane or a Fulmar but - unlike CAM ships - they were manned by military crew and officers. For this class, composed of only five vessels, the RN ensign would be okay. |
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